from the basic layout you posted you could do this as a map for about every gametype. bomb might be difficult, since you would have to ensure that a) either red or blue can reach both sites inthe same time or in case that b) red can rach one point fasther than blue, paths are set up in a way that allow red to get an advantage over the blue cover. (like facade, if you ignore that reds spawn changes.)

an interesting approach for tdm spawns would be if you go for a symmetric setup (one team spawns on the seaside and the other one on the diagonal opposite side.

TS could have changing spawns in each corner so that red and blue always spawn in the opposite corner.

I've I'mported it to blender and started cleaning it up.I tried to do it in radiant but I could not get the ignore texture feature to work. I just ended up with a corrupt .obj file.Also i had a hard time cleaning it up in radiant. Got many of the situations where you need to manipulate brushes more than 2 times.